Mejoras que proporcionan armadura desde un 6+ hasta un 2+.Garras aceradas
Gana la habilidad garras aceradasINGLES
Tyranid army rules:
- Synapse creature is pretty much the same except, and I cannot stretch that enough, NO more eternal warriorand before you ask: no nowhere, not on
genestealers, not on hive tyrantsnot on Trigons NOWHERE
- Instinctive behavior is split into 2 classes of Tyranids:
Lurkers: instantly take cover and shoot at the next target when they fail their check
Hunters: get the "bloodlust" rule from te rulebook (allways move and assault next enemy)
- Tyranids don't suffer normal warp attacks when rolling 11 or 66 on Psychic powers
- Tyranids never have additional close combat weapons, their profile is all they get
I'll get all the weapons and morphs out of the way first and ten just list the name in the entries.
Weapons:
(all weapons are assault so I'm not gonna mention that every time), I may have missed one or two simply because there are to many ^^
Biozid Cannon:
R 36 S 6 AP 4 Explosive 1
Heavy Biozid Cannon:
R 48 S 9 AP 4 Explosive 1
Stingstrangler:
R 24 S 4 AP 6 Big Explosion 1
Thornstrangler:
R 36 S 6 AP 4 Big Explosion 1
Bug throwers:
R 18 S 4 AP 5 Assault 1
Stingfists:
R 18 S 4 AP 5 Assault X (X= Number of Attacks), allways twinlinked
Sting blaster:
R 12 S 5 AP - Assault 1
Spike blaster
R 18 S5 AP 5 Assaukt 4
Someother weirs sounding weapon:
R 18 S 3 AP 6 Assault 2
Texorin Bugs:
3 fire modes, may be fired additionally to all oter weapons
R Flaming S * AP - Assault 1, allways wounds on 2+ against non Tanks
R Flaming S 5 AP 5 Assault 1
R Flaming S 3 AP 6 Assault 1, armor piercing
Biomorphs:
Toxin Chambers:
ALL units may buy these, the squad gains poison attacks (4+)
Adrinalin Injectors:
ALL units may buy these, the squad gains Furious assault
Catchers claws:
Weapon R 12 S 5 AP - Assault 2
All kinds of Chitin stuff:
Ranging from 6+ Armor save to 2+
Toxic blood:
When this model loses a wound in melee the model that caused the wound must stand an I check or lose a wound with no AS allowed, tanks arehit on 4+
(Eldar scream huray)
Toxic miasma:
All enemy units in CC range with this model must take a T check or lose one wound withnormal AS (Eldar don't scream huray any more Razz)
Tentacle whips:
All units in CC wit this model have I 1
Horn swords:
A model losing a wound by a horn sword must pass an LD test or is killed outright. If the wound was caused by a pair of horn sowrds he must use 3D6 for
the check
Scyting claws:
Models with scytng claws may reroll 1s to hit, models wit a pair may reroll all to hit rolls
wrenching claws:
give AP rule in CC
Scissor Claws:
Give +D3 attacks and lower own I to 1
Regeneration:
At the start of each turn the model recovers a wound on a 6
Wings:
Model flyes
HQ:
Hive Tyrant:
- Old profiles
- No ward save as far as I recall
- Shadows of warp: ALl psychers using their powers within 12 must roll 3D6, double 6 or 1 still result in an attack from the warp
- comes with scyting claws and can equip about any weapon and morph in the book
- may have two of the following psychic powers for free:
The Horror: One enemyunit within 18 must take a panic test
Life leech: R 18 unit recives D3 S 3 hits no AS, hive regains one wound for every lost wound caused this way
warp scream: R 12 enemy units WS and BS is reduced to 1 for 1 round
Dominate: Hive tyrants synapse range is 18 inchesfor one round
- May buy any number of these abilities for somepoints:
Unspeakable Horror: Units wishing to charge or shoot at the hive must pass an LD check or........ well Not shoot/attack
Vicious mind: A core unit may flank and you get +1 to all reserve rolls
Ancient enemy: All Tyrinid units within 6 have arch enemy rule
- May still buy a set of guards who stayed pretty much the same except teir stuff does different things now (see biomorphs) and they have 3 wounds
Tervigon:
WS 3 BS 3 S 6 T 6 W 4 I 1 A3 LD 10 AS 2+
- may spawn 3D6 termagants per movement phase which may be activated as normal, but on a doublenumber he canno longer spawn anything fromnow on
- has spike blasters, is monstrous
- termagants within 6 may use his LD
- Has dominate psi power and may exchange it for:
The catalist: a unt within 12 gains feel no pain
The force: unit within 12 may run/sprint AND shoot
Alpha Tyranid Warrior:
WS 6 BS 5 S 5 T 5 W 4 I 5 A 4 LD 10 AS 4+
- synapse creature, shadow of warp
- may buy allmost everyting except the REALY heavy stuff
- tyranid warriors within 12 may use his WS and I
Elite:
Tyrant Guards:
- very similar to the guys that watch the hive tyrant (same profiles)
- may buy some biomorpgs like wrenching claws and stuff
- may carry all weapons except the REALY havy stuff
Liktors:
- have 3 wounds now
- use cover, move through cover bla bla
- gives +1 to reserve rolls and acts as an teleprt homer within 6
- apears anywhere on te tablewhen available but may not move or shoot that turn
- has catchers claws and AP and scyting claws
Zorantrophs:
- have only 5+ armor but 3+ ward save
- same profiles only 3 wounds
- have two psychic powers
warpl ightning: R 24 S 5 AP 3 Explosive 1
Warp Lance: R 18 S 10 AP 1 Assault 1, Lance
Toxontroph:
- Zorantroph profiles (3 wounds) only with 2 attacks
- has tentacle whips and toxic Miasma
- has poison attacks 2+
- all tyranid units within 6 gain a 5+ cover save, defesive granades and every enemy that charges them must test for dangerous terrain
Pyrovore:
- Biovore profile only 3 wounds
- as a heavy flamer
- when killed outright explodes in flaming acid and damages everyone around
core:
Tyranid Warriors:
- 3 wounds now
- scyting claws as a basic
- may get all weapons except for the REALY havy ones
- may have 2 melee biomorphes (check all the clwas in the list) even horn swords or pairs of horn swords
- synapse creatures ofc
Hormagants:
- NO longer may charge 12
- very cheap
- 2A profile
Hormagants:
- even cheaper
- have two individual weapons
Toxic stinger: R 18 S 3 AP 6 Assault 1
Grapling choker: R Flaming S 2 AP - Assault 1, wounds against S not T
- every unit allows one Tervigon to be played as core
Genestealers:
- same profile
- not subjected to instinctive behavior
- may buy a symbiarch for allmost 50 points who has more W, S, T, A, LD, WS....everything ^^
may have one of two psychic powers: one that amkes genestealers count as having frag granades and one that may hypnotise one model in CC which,
if it doesn't pass an LD check, may not attack
may buy some biomorphs like toxic blood
Absorber swarms:
- may deep strike
- when they fail instinctive behavior they eat each other (one wound per point failed)
- not very expensive
Storm:
Winged Tyranid Warriors:
- only 5 points more expensive than normal ones
- fly obv ^^
- no options to medium heavy weapons
Gargoyles:
- SO cheap they make stormboyz seem like grey knights against them
- have FANTASY poison attacks in melee
- Termagant profiles
- have bug throwers
- fly ofc
Harpy:
WS 3 BS 4 S 6 T 5 W 4 I 5 A 3 LD 7 AS 4+
- monstrous creature, flyes, has a twinlinked thornstrangler
- every inut he charges gains -1 I
- may shoot 3 spore mine on a unit he flyes over (like screamers) which causes a great blast S4 or 5 (don't remember) or three spore mines if he misses
Winged absorber swarms:
- well they are absorber sworms with wings, what else is there to say? ^^
Bulk of spore mines:
- 3-6
- deep strike and... well what do spore mines do? land somewhere and explode near smth
- explode in large blast S 4 AP 4 per guy
Venators:
- still beasts
- 3 wounds WS 5 and 4 A profile
- scyting claws and wrenching claws as a given with a few options for exchange
Heavy support:
Carnifex:
WS 3 BS 3 S 6 T 6 W 4 I 1 A 4 LD 6 AS 3+
- may be taken in squads of 1-3
- pretty expensive
- need I to mention that tey may buy freaking EVERYTING? Razz
- no more profile upgrades
Trigon:
WS 4 BS 4 S 6 T 6 W 6 I 4 A 6 LD 8 AS 3+
- may sprint
- may deep strike and leaves behind a tunnel through which other units may deep strike in subsequent turns
- may NOT charge the turn he deep strikes
- bio electric field has R 12 S 6 AP - Assault 6
- may be upgraded to alpha in which case he is a synapse creature, has LD 10, has shadow of warp, and is bio electric field has Assault 12
- slightly more expensive than a carnifex
Mawloc:
WS 4 BS 0 S 6 T 6 W 6 I 4 A 3 LD 9 AS 3+
- may deep strike, if he apears under a unit he places a large template there which has S 6 AP 3 ten moves all remaining models aside and is placed there (not in CC)
- has fall back and sprint rule
- may dig himself in again if he is not in CC in your movement to automaticly reapear in your next movement phase
Biovores:
- pretty cheap
- may shott one spore mine each that explode like descrbed above
Tyrofex:
WS 3 BS 3 S 6 T 6 W 4 I 1 A3 LD 10 AS 2+
- monstrous
- has Texorin Bugs and the 3 following weapons (of wich he can fire two):
R 48 S 10 AP 4 Assault 2
R 36 S 4 AP 5 Assault 20
R Flaming S 5 AP 4 Assault 1, is shot like the inferno cannon of the emperial hellhound
Stuff I missed so far:
Giant drop spore:
WS 2 BS 2 S 6 T 6 W 3 I 1 A2 LD 4 AS 5+
- deep strikes
- may be bought as an transport option for most units (not trigon, Mawloc, Venators, everything with wings)
- may carry 20 infantery guys or one monstrous creature
- may shoot: R 6 S 6 AP - Assault 3
- may not move
- has tentacle whips